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authorKeith Whitwell <[email protected]>2003-08-05 18:55:49 +0000
committerKeith Whitwell <[email protected]>2003-08-05 18:55:49 +0000
commitff56908e09c0351179478deb19677cf56eec1f64 (patch)
treeca51e376173869a8cb44304a0105b237f1dafce9 /src/mesa/tnl/t_vb_lighttmp.h
parente6dea091c0a1fe9ad9720c07ddf7164e5fc45ac6 (diff)
Store material attributes in an Attrib[] style array. This is a
first step to reviving/rescuing the 'vtx' rework from the old mesa tree.
Diffstat (limited to 'src/mesa/tnl/t_vb_lighttmp.h')
-rw-r--r--src/mesa/tnl/t_vb_lighttmp.h68
1 files changed, 33 insertions, 35 deletions
diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h
index 5ddac76862a..db61234253f 100644
--- a/src/mesa/tnl/t_vb_lighttmp.h
+++ b/src/mesa/tnl/t_vb_lighttmp.h
@@ -113,7 +113,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
const GLuint nr = VB->Count;
const GLuint *flags = VB->Flag;
- struct gl_material (*new_material)[2] = VB->Material;
+ struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask;
(void) flags;
@@ -135,12 +135,12 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
VB->ColorPtr[0] = &store->LitColor[0];
VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) {
VB->ColorPtr[1] = &store->LitColor[1];
VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
/* Side-effects done, can we finish now?
@@ -159,13 +159,13 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) )
- _mesa_update_material( ctx, new_material[j], new_material_mask[j] );
+ update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE)
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
COPY_3V(sum[0], base[0]);
@@ -325,7 +325,7 @@ static void TAG(light_rgba)( GLcontext *ctx,
GLchan (*color[2])[4];
const GLuint *flags = VB->Flag;
- struct gl_material (*new_material)[2] = VB->Material;
+ struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count;
@@ -350,11 +350,11 @@ static void TAG(light_rgba)( GLcontext *ctx,
}
VB->ColorPtr[0] = &store->LitColor[0];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) {
VB->ColorPtr[1] = &store->LitColor[1];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
if (stage->changed_inputs == 0)
@@ -371,13 +371,13 @@ static void TAG(light_rgba)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) )
- _mesa_update_material( ctx, new_material[j], new_material_mask[j] );
+ update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE)
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
COPY_3V(sum[0], base[0]);
@@ -535,7 +535,7 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
const GLuint *flags = VB->Flag;
GLchan basechan[2][4];
GLuint j = 0;
- struct gl_material (*new_material)[2] = VB->Material;
+ struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask;
GLfloat base[2][3];
const GLuint nr = VB->Count;
@@ -572,7 +572,7 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
}
if ( CHECK_MATERIAL(j) )
- _mesa_update_material( ctx, new_material[j], new_material_mask[j] );
+ update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) )
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
@@ -584,14 +584,14 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
ACC_3V(base[0], ctx->Light._BaseColor[0] );
UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] );
UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3],
- ctx->Light.Material[0].Diffuse[3]);
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) {
COPY_3V(base[1], light->_MatAmbient[1]);
ACC_3V(base[1], ctx->Light._BaseColor[1]);
UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]);
UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3],
- ctx->Light.Material[1].Diffuse[3]);
+ ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
do {
@@ -663,7 +663,7 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
const GLuint *flags = VB->Flag;
GLuint j = 0;
- struct gl_material (*new_material)[2] = VB->Material;
+ struct gl_material *new_material = VB->Material;
GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count;
const struct gl_light *light;
@@ -677,8 +677,8 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
(void) nr;
(void) nstride;
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT ||
@@ -704,14 +704,14 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) )
- _mesa_update_material( ctx, new_material[j], new_material_mask[j] );
+ update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE)
UNCLAMPED_FLOAT_TO_CHAN(sumA[1],
- ctx->Light.Material[1].Diffuse[3]);
+ ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
}
@@ -804,7 +804,7 @@ static void TAG(light_ci)( GLcontext *ctx,
GLuint CMstride;
const GLuint *flags = VB->Flag;
GLuint *indexResult[2];
- struct gl_material (*new_material)[2] = VB->Material;
+ struct gl_material *new_material = VB->Material;
GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count;
@@ -849,7 +849,7 @@ static void TAG(light_ci)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) )
- _mesa_update_material( ctx, new_material[j], new_material_mask[j] );
+ update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) )
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
@@ -953,22 +953,20 @@ static void TAG(light_ci)( GLcontext *ctx,
/* Now compute final color index */
for (side = 0 ; side < NR_SIDES ; side++) {
- struct gl_material *mat = &ctx->Light.Material[side];
+ const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
GLfloat index;
if (specular[side] > 1.0F) {
- index = mat->SpecularIndex;
+ index = ind[MAT_INDEX_SPECULAR];
}
else {
- GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
- GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
-
- index = mat->AmbientIndex
- + diffuse[side] * (1.0F-specular[side]) * d_a
- + specular[side] * s_a;
-
- if (index > mat->SpecularIndex) {
- index = mat->SpecularIndex;
+ GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
+ GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
+ GLfloat i = (ind[MAT_INDEX_AMBIENT]
+ + diffuse[side] * (1.0F-specular[side]) * d_a
+ + specular[side] * s_a);
+ if (i > ind[MAT_INDEX_SPECULAR]) {
+ i = ind[MAT_INDEX_SPECULAR];
}
}
indexResult[side][j] = (GLuint) (GLint) index;